Thursday, January 5, 2012

Aara-shommith A Vault World Of The Krell - A Location World For An Old School Space Opera Rpg

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The Aara-shommith has been terraformed to perfection by the ancient Krell into a virtual paradise. There are far deadlier phantoms moving across the landscape.
Aara-shommith the name sends chills down the spine of any adventurer. The world is not found on any map but locked away between universes in a pocket universe all of its own. This world isn't on any map but locked away around a dying star circling forever in an orbit of eternity.
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The world is reachable through one of the Krell transport gates & then a micro jump later party will find themselves in orbit around a pin prick sun & the sealed away world. Here the ruins of the Krell are buried far below the surface. These vaults are trapped by a series of clever Krell metal doors & strange traps. 

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Here we see one of the Krell buildings recently uncovered by a sands storm. This strange temple like structure is lit by swirling plasma hologram lightning. These lights are almost alive though. 
Random 1d10 Krell Vault Trap 
  1. Door or Room is protected by a time suppression field lose 1d20 years off of your characters life unless a save versus is rolled. 
  2. The building isn't a building at all but a time & space trap for 5 hit point planar demon. It will seek to attack anyone within reach unless the trap is reset immediately 
  3. A strange modern art like structure raises from the ground  party's electric items turned to stone. Unless a saving throw is made. 
  4. Several plants around the area are actually 3 hit point monsters who release plasma blasts of 1d4 points of damage they will slowly move within a 20" range of the party 
  5. A holographic light show begins around the party & actually a time field rips across the landscape transfixing the party forever unless a save versus death is made. 
  6. Bolts of electricity arch across the landscape around the characters doing 1d4 points of damage & ruining any electronic equipment the characters have. 
  7. A poisonous gas cloud floats up from the ground around the characters feet fatal unless a save verus poison is made. The poison will dissolve flesh & bone after the characters die 
  8. 3 hit point constructs begin to form from the surrounding ground made by nanites locked within the earth. They will attack the party. 
  9. A strange structure raises from the earth & will appear open as the party enters it a door closes trapping the characters within. The walls will heat up & char the party for 1d10 points of burning damage. The remains are vented away. The trap resets 
  10. A strange stone henge  temple like structure stands in the middle of the desert. Actually these are the guide structures for a mono molecular wire web. Those caught take 1d4 points of damage per round.  The remains are disposed of  & the trap resets.
So with all of these traps & such what possible treasures would be worth the risk?


The Random Treasures of the Krell Table 1d10 

  1. Total Matter to Energy generator about the size of a modern toaster capable of powering a 50,000 population city forever. 
  2. Teaching Machine - This plastic teaching machine will give 1d4 + on wisdom or intelligence but the character must save versus death. Failure & your ape brain could not contain the secrets of the Krell 
  3. Bottled Demon - This machine contains the essence of a planar demon. It will whisper impossible secrets & allow one explore the outer reaches of the astral. Learn 1 to 2 level magic user spells but -1 on your wisdom. 
  4. Plastic toys - 1d6 Krell children's toys these 1d4 hit point plastic flesh constructions will become a friend or companion to the character. The change is temporary & they will return to lifelessness at the end of the day to begin the process again in the morning. 
  5. Psychic ring - This small metal ring will form itself into any object that the user can imagine for 1d4 rounds. The object is only 2 inches long. A feeling of great sadness will come over the character each time its used 
  6. Portable Keyhole - This 12 inch diameter worked metal ring is a dimension in pocket space. There may be some object inside this space or there might not. The space is only 12 inches deep but it will teach a great deal about planar physics to the right person or scientist. There is a 20% of there being something living & very angry inside of it. Time does not exist within it. 
  7. Shaft of God Slaying - This simple metal shaft is a weapon of potent psychic energy. The weapon was used to slay the gods of the Krell long ago. They viewed them as spiritual parasites & the Old Ones as much worse. There is a 10% of the residue of these monsters still be stored within the shaft. This is a +3 weapon but expended use of it may cause rapid & harmful mutations 
  8. Krell Space Sail - This fantastic craft is one of the few remaining ships of the Krell & its powered by a captive wormhole. The ship is over 1000 feet long & 600 tons. It is capable of crossing light years in moments & planes in weeks. The ship will bond with its user but its a very dangerous craft & may take users outside the bonds of time & space itself.
  9. Krell Metal Universe Sheets - These small 12 inch square sheets are actually flattened 2 dimensional universes in metal form. They are mental storage devices where entire realms of space that the great minds of the Krell have explored are stored. The user must make a successful intelligence roll to experience these realms which will take 1d20 days. There is a 20 % chance of the user getting lost within & the mind not returning unless a successful saving throw is made.  
  10. Mental Projection Machine - This is a time machine that will send the user reeling through the years. The mind is hurled 1d30 X 100 to 1000 years in the past or future. There is a 20% chance of the machine burning out the life force of the character as it draws more & more of the ape like ancestor's racial memories to the fore!
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Aara-shommith is a great vacation destination don't forget to book your holiday today! 

3 comments:

  1. Very Cool! Always glad to see more of the ruins/artifacts of the Krell. You are really hitting them out of the park lately, even more than usual!

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  2. I really like the development your giving the Krell, too. Great stuff!

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  3. Thanks very much Garrison! Much appreciated! There's more Krell goodness coming up!
    Trey my version of the Krell actually comes from some of the stuff you've had with your alternative SpellJammer ideas! Thanks very much guys!

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